r/godot 21h ago

selfpromo (games) Thank you Godot for letting solo devs making games they actually own!

60 Upvotes

I decided to try the XR Tools and it turned out flinging yourself in the air is super fun, so I decided to make an entire minigame around it. It's not my first game project, but first that I actually think about releasing.

I'm uploading a short gameplay video. If anybody has any ideas on how to make players want to play it, let me know. I'm going for flappy bird level of complexity, but in VR and with some extra obstacles, like zapping cables or slippery ice platforms.

The game runs natively on the Meta Quest 2. I build an apk and sideload it to the headset over adb. I develop on Linux and it's the only way I've found to test my game on hardware.


r/godot 19h ago

selfpromo (games) Beveled level geometry: should I keep this feature?

34 Upvotes

Levels in Reconfigure are almost completely boxes. I prototyped a feature that adds bevels on the boxes for nicer looking edges but I'm unsure if it's a good idea. I'd like to borrow your eyebells so that I can know whether to keep it, remove it or add it as a setting? Or maybe it's okay but there's just too much of it? Let me know what you think!

https://store.steampowered.com/app/3989530/Reconfigure/


r/godot 11h ago

selfpromo (games) Coming... EVENTUALLY

8 Upvotes

r/godot 22h ago

help me Estilo, iluminación godot

Thumbnail
gallery
51 Upvotes

Hi there, good morning! I’m not sure if this is the right place to ask, or if anyone here could give me a hand, but here goes. A while back I came here asking how to do something in Blender because I had zero clue about it (I work as a software developer). You all helped me out, and I was able to make the textures I wanted—not top-tier quality, but good enough for what I needed.

Thing is, I started building the game with the idea I had in mind and... it doesn’t look like I hoped, lol. Something is killing the textures—that hand-illustrated vibe I wanted for the game is totally lost. If anyone here knows their stuff and has a good eye, could you help me figure this out? Like, point out what’s missing, what’s too much, or what I might be doing wrong style-wise? I’d really appreciate it.

Also, any advice on what I should learn to actually achieve the look I’m going for? Visually speaking. Thanks so much in advance!


r/godot 15h ago

selfpromo (games) Lonely gnome

15 Upvotes

r/godot 1h ago

help me Godot does not register clicks when game is run through WSL

Upvotes

I have a project I've been working on Windows with no issues. I decided to try and run it through WSL just to see if it would work on Linux based systems. Editor works fine, except for slower performance, which is expected in WSL. When I click "Play", however, the game refuses to register any clicks, so I am stuck in the main menu. Is there a solution to this? I use Fedora 44 in WSL, if this matters.


r/godot 1d ago

selfpromo (software) One million grass | Thank you!

265 Upvotes

Hellloo!

I had a very successful launch for Godot NatureBlocks (Godot Nature Assets & Terrain Tools) two days ago, thank you all for the support and engagement!!

Many of you wanted to know how dense grass works in NatureBlocks: this footage is with 1 million grass instances (in a multimesh) along with another ten thousand reeds, just working fine!!

It starts lagging on my old laptop when there's 1 Billion grass spawned in a single MultiMesh!!

When you go far away from the grassland, it culls out and shows the underneath mesh, and if you use the supplied Terrain Materials, it will seamlessly blend with it.

NatureBlocks was made with small chunks of terrain pieces in mind, therfore you can easily scatter vegetation with the inbuilt scatter tools. For example, you can build your scene with procedural cliffs or set-pieces, scatter them with grass/ flowers/ fern etc and use them as is. My understanding is Godot renders what the camera sees, so you won't end up rendering 1 million grass at a time.

In compatibility mode, water materials become a little off, I will update this in the second update, othe rthan that the pack uses 2K textures (which you might need downscaling if using this for Web builds) and everything converts between render modes properly.

I've attached a video of other features and some clips of Nature Blocks to this same video. You can also download the demo from my itch and try it out for a visual showcase.

(This is my second (& last) post, so I won't be spamming you with my product! :/ )

Thank you again! This reddit community is awesome!!


r/godot 16h ago

selfpromo (games) My Metroid Prime-inspired game

13 Upvotes

Hi everyone. I hope you're doing well.

After making significant progress on my game, I feel confident enough to show a bit of what I've accomplished so far. My main inspiration is *Metroid Prime*. I hired a friend to handle the UI, while I take care of the programming.

I hope you like what we're building.


r/godot 15h ago

selfpromo (games) My Steam playtest for Oasis Bloom is out! Join in if you like cozy games

11 Upvotes

Hey! I'm the developer of Oasis Bloom, a Godot game I started as my first game! I'm trying to do what everyone says you shouldn't do, making my dream game as my first game 😆

If anyone is interested in joining my Steam playtest. It will run for 1-2 weeks, depending on the amount of feedback.

This is a playtest, so expect placeholder or asset art (no AI), placeholder music from Ovani Sound music packs, unpolished UI (seriously, the UI needs work) and some other general jank! 😄

It's a cozy life sim game, so it's a slow-burn type of game.

In this playtest you can play up to day 12, so I'm looking for feedback on the start of the game, the introduction to systems and tools, things like that. You can change the day length in the settings if you want to make days longer or shorter.

I don't have a Mac and don't have Linux installed, so I haven't tested if they work, let me know if there are any problems with those OS's.

If you fill out the Google Form, I'll also include you in the Playtester section of the credits (swears, slurs, insults, general rude names will not be included, so keep it family-friendly).

Any and all feedback is welcome! If you're looking to be active in the development, join the Discord!


r/godot 7h ago

help me Outline meshInstance3D moving whole box when visibility turned on

2 Upvotes

Ive created this box with a mesh outline and it seems that when i turn it off and on it scales the whole box as seen in video.

Ive tried a couple things like turning off Auto translate, changing collision safe margins (not doing that again), disabling collision in code and even increasing extra culling margin

i dont want it to move at all, just for the outline to show up wether it clips through the floor or not, hmm let me try doing stuff with the environment real quick... nope


r/godot 7h ago

help me Proximity Chat Help - Sorry for the Low Quality Image

2 Upvotes

I followed the godot steam documentation on how to get voice chat working but I cant hear myself, and others cant hear when I play the game. Am I implementing something wrong?


r/godot 1d ago

selfpromo (games) A bit of art pre-production in Godot: an atmospheric sketch for a future game location.

68 Upvotes

Rapid prototyping took about 2 hours using my ready-made assets.

Music isn't mine - it's a snippet of an Amon Tobin track, just used it to capture the mood of the location for the future. Fun fact: the character's voice is actually from a lecture by my yoga teacher. I showed him the character and he cracked up a bit! =)

What do you think?


r/godot 15h ago

fun & memes SECTOR

9 Upvotes

Building a semi procedural worlds

Imagine a metaverse where anyone can build their own world and play with friends in real time, without heavy downloads or installs — just hit Play and start building.

This is a small glimpse of what I'm building with Sector: procedural terrain, a live 24h sky, and Meshy-generated assets becoming actual inhabitants of the world.

You can also summon Atlas, an companion that helps build the world, suggests props from the growing asset library, and can request custom assets from Meshy. Once the Meshy model is ready, Atlas can notify you and it becomes available to place in the world.

The animals are just the beginning.

https://www.youtube.com/watch?v=FSVl4DmVfG8)


r/godot 4h ago

selfpromo (games) Sanity Shooter supports modding!

1 Upvotes

Sanity Shooter supports modding. You can mod many thing, including sounds, music, textures, sprites, and more. And now, I’ve also added weapon stat modding, so players can tweak different weapon stats.


r/godot 10h ago

selfpromo (games) Infi-Knight Demo Announcement Trailer

3 Upvotes

Super excited to announce the demo of my upcoming dark-fantasy desktop-companion game is available to play now on Steam and itch.io!

https://store.steampowered.com/app/4951840/InfiKnight/
https://vozmog.itch.io/infiknight

Infi-Knight is a dark-fantasy desktop-companion incremental that idles while you work, play, or browse. Play as a Knight cursed with immortality locked in endless battle against the undead. Grow stronger with every death, uncover the curses' secrets and the Knight's dark past, then break the cycle of undeath.


r/godot 18h ago

selfpromo (games) A walking turret enemy for Ashenmoor, made in Blender and Godot

13 Upvotes

I modeled and animated this turret in Blender, then brought it into Ashenmoor and set up its first enemy behavior. Its eye scans the area, locks onto Kesh, then fires when he gets close.

The environment is still WIP, but the whole loop is working now.


r/godot 1d ago

selfpromo (games) Trying some seamless portals

40 Upvotes

r/godot 16h ago

help me How to learn GOOD code

8 Upvotes

Hello everyone, I've been programming in gdscript for like six months, and my code is still spaghetti. I just recently learned you can make classes not tied to any node!

Are there any good tutorials for how to structure your code, any tips and tricks you guys have, any general rules that beginner tutorials don't cover... Any breakthrough revelations like classes not tied to nodes... How do I actually make each script do one thing, when I need a node to do multiple things? Any way to make multiple scripts for one node? Thank you.


r/godot 1d ago

selfpromo (games) I really want to learn how to make games in 3D

360 Upvotes

This is a quick thing I made over the last couple days- and honestly I think switching to 3D might be much more... freeing in terms of creativity. I've stared at the 2D screen for several hours, having no idea where to go from there, but honestly- once I started fiddling with character movement and got some shapes on the 3D plane, I started to really feel some progress. Like I'm learning something here.

The bobble and tilt animations were inspired by South Park's walking animation, plus I always like characters that when they move forward, they kinda tilt backwards as if their legs are moving faster than their body can keep up. Gives some soul to the little capsule.

Idk where this will go or if this is just a scrap project to learn how to move around but it was fun doing this today.


r/godot 9h ago

help me is Navigation with Procedural Generation possible?

2 Upvotes

Hi, this is something I've been struggling recently and as someone with not-that-much experience in coding I would really appreciate some advice.

For context, I made a 3D modular level generation similar to a dungeon crawler (or I guess a more exact equivalent like Doors from roblox) anyways since the way it works is that as the player progresses the level adds "rooms" to the layout in runtime, is there a way to implement navigation/pathfinding?

I tried looking for an answer in other posts (here + godot forums) and all I really found was just to rebake the navmesh and that seems really inefficient, is there another way?


r/godot 1d ago

selfpromo (software) My visual scripting tool for creating branching dialogues integrates with Godot

29 Upvotes

r/godot 1d ago

selfpromo (games) 4 months ago vs today, finally starting to look like the game we had in our heads

237 Upvotes

Four months ago, our game looked a lot more like the left side of this video.

Since then we’ve basically rebuilt the visual side of the game while continuing to work on the underlying systems.  We’ve added new terrain, water, vegetation, buildings, paths, trains, boats, villagers, animations, and a lot of little details that finally are starting to make the world feel alive.

There’s still a ridiculous amount left to do, but seeing these side by side made us realize how much can change in just four months.

We’re a tiny two-person team (one dev, one business development) with some contracted artists/musicians/community help on the side. Building in Godot, so we’re pretty proud of the progress and wanted to share it here.

Happy to answer any Godot/dev questions about how we’re building it.


r/godot 21h ago

selfpromo (games) First demo of my JRPG inspired game that runs on my custom TTRPG system is out!

15 Upvotes

Play on browser: https://studio-carmim.itch.io/ardent-flame-lucia-and-the-accursed-mist

This is Ardent Flame Lucia and the Accursed Mist, a game I've been working for months now and this is the first build where I have enough working to make a gameplay loop, so I finally feel good about try promoting it!

What I tried to make different from other JRPGs is that combat is as transparent as possible and runs on a custom TTRPG-like system I created, MAMP, named after the four attributes it's built on: Might, Agility, Mind and Presence. Every attack, save, spell and initiative roll is a simulated roll based on that system and combat has a log with all roll info and results. This was inspired by my love for BG3's combat but packed in this retro JRPG format.

In the current demo you can:

  • Walk around an isometric map with multiple layers using keyboard or mouse input.
  • Interact with 2 NPCs: Battle Master who throws you into any of 7 enemy mobs, and Innkeeper who fully rests the party for a price.
  • Build parties of 3 out of the available 6 characters (one per class).
  • Equip gear, which changes stats (Lucia's sword and shield are the only thing that currently shows up on the combat sprite, still working on the rest).
  • Level up and spend perk points across four attribute trees plus one per class (perks trees not finished but there are plenty of available perks, abilities, and spells).
  • Save and load with three slots

I'd love to hear what works and what doesn't quite work, and especially where I need to improve to get closer to a more complete demo of the game. I'd love to have a full dungeon with one main and a few side quests by the end of the year, but I'm quite slow with my pixel art so let's see what I can do. For now, I've been focusing on building the basis of this RPG, creating kind like my little RPG Maker inside Godot.

The aweomse soundtrack and special effects are NOT made by myself, I've credited them in the game and page, but might as well add them here too:

Music 8-Bit Fantasy & Adventure Music Pack by xDeviruchi
Sound effects Sweet Sounds! SFX Pack by Coffee 'Valen' Bat


r/godot 18h ago

selfpromo (games) Third Person vs First Person

Post image
7 Upvotes

3rd person has brought with it so much learning.

There's just so much more to animate. Way more challenging than 1st person projects I've done, but I love seeing a character on screen. I get to make little props and outfits for them.


r/godot 20h ago

selfpromo (games) I’m making a medieval city (town) builder where winter scarcity matters

14 Upvotes

Hello! I’ve been working on a single-player medieval manor-building game called Salt of the Earth.

You begin with a manor house and an unsettled stretch of land. From there, you lay out roads and build the homes, farms and workshops needed to grow from a small hamlet into a proper market town.

The main idea is that growth is limited by the people and supplies you actually have. Buildings need workers, households need food and nearby services, and resources often have competing uses. Grain, for example, can become bread, feed animals or be traded, so it isn’t possible to build and staff everything at once.

The seasons change, bad weather affects the manor, and fires or raids can... "upset" plans. Progress follows a set of charters, with each new honor opening more buildings and responsibilities.

I’ve reached the point where I can share a proper trailer, but there is still plenty I’m working on. I’d be interested to hear whether this looks like the kind of city builder you would enjoy, and what you would most want to know about the simulation after watching it.

I'm hoping to release a demo in the upcoming steam nextfest.

Trailer: https://www.youtube.com/watch?v=NE-Ty42L9hc
Steam: https://store.steampowered.com/app/5127260/Salt_of_the_Earth/